WPF Animation - Animating Bezier curve points - c#

I'm working on a project that involves drawing curved paths between two objects. Currently, I've been writing some test code to play around with bezier curves and animation. The first test is simply to move the endpoint (Point3) from the origin object (a rectangle) to the destination object (another rectangle), in a straight line. here is the code which sets up the actual line:
connector = new Path();
connector.Stroke = Brushes.Red;
connector.StrokeThickness = 3;
PathGeometry connectorGeometry = new PathGeometry();
PathFigure connectorPoints = new PathFigure();
connectorCurve = new BezierSegment();
connectorPoints.StartPoint = new Point((double)_rect1.GetValue(Canvas.LeftProperty) + _rect1.Width / 2,
(double)_rect1.GetValue(Canvas.TopProperty) + _rect1.Height / 2);
connectorCurve.Point1 = connectorPoints.StartPoint;
connectorCurve.Point2 = connectorPoints.StartPoint;
connectorCurve.Point3 = connectorPoints.StartPoint;
connectorPoints.Segments.Add(connectorCurve);
connectorGeometry.Figures.Add(connectorPoints);
connector.Data = connectorGeometry;
MainCanvas.Children.Add(connector);
OK, so we now have a line collapsed to a point. Now, lets animate that line, going from _rect1 to _rect2 (the two objects at the endpoints):
PointAnimation pointAnim = new PointAnimation();
pointAnim.From = connectorCurve.Point3;
pointAnim.To = new Point((double)_rect2.GetValue(Canvas.LeftProperty) + _rect2.Width / 2,
(double)_rect2.GetValue(Canvas.TopProperty) + _rect2.Height / 2);
pointAnim.Duration = new Duration(TimeSpan.FromSeconds(5));
board.Children.Add(pointAnim);
Works beautifully. However, when I try to do it with a storyboard, I get nothing. Here's the storyboarded code:
Storyboard board = new Storyboard();
PointAnimation pointAnim = new PointAnimation();
pointAnim.From = connectorCurve.Point3;
pointAnim.To = new Point((double)_rect2.GetValue(Canvas.LeftProperty) + _rect2.Width / 2,
(double)_rect2.GetValue(Canvas.TopProperty) + _rect2.Height / 2);
pointAnim.Duration = new Duration(TimeSpan.FromSeconds(5));
Storyboard.SetTarget(pointAnim, connectorCurve);
Storyboard.SetTargetProperty(pointAnim, new PropertyPath(BezierSegment.Point3Property));
board.Children.Add(pointAnim);
board.Begin();
Nothing moves. I'm suspecting there is a problem with what I'm feeding SetTarget or SetTargetProperty, but can't seem to figure it out. Does anyone have experience with animating line / bezier points in WPF?

I recreated your code, and this works:
Storyboard.SetTarget(pointAnim, connector);
Storyboard.SetTargetProperty(pointAnim, new PropertyPath("Data.Figures[0].Segments[0].Point3"));
That fixes it :) It seems that the target needs to be the control itself.
Going one step down, like this:
Storyboard.SetTarget(pointAnim, connectorGeometry);
Storyboard.SetTargetProperty(pointAnim, new PropertyPath("Figures[0].Segments[0].Point3"));
...gives the InvalidOperationException:
'[Unknown]' property value in the path 'Figures[0].Segments[0].Point3' points to immutable instance of 'System.Windows.Media.PathFigure'.

http://msdn.microsoft.com/en-us/library/system.windows.media.animation.storyboard(VS.95).aspx says:
Do not attempt to call Storyboard members (for example, Begin) within the constructor of the page. This will cause the animation to fail silently.
..in case you were doing that!
The sample on that page also sets the Duration property of the Storyboard object.
Finally a general tip, with these kinds of UI objects and weird XAML object graphs once you've got the basics working best to put it in a ResourceDictionary and use something like 'Resources["Name"] as Storyboard' to get it back later.
Hope that's helpful: looks like the missing Duration should do the trick.
edit: Looks like Duration is set to Automatic by default, I will see what else I can come up with, please bear with me.. :)

Related

How to animate using Path with Storyboard in C#

So, I am trying to move my rectangular boxes around a grid like this -
For this, I am using a Story board.
I am using DoubleAnimation to move the boxes on X-Axis and Y-Axis in one of my Class. I am calling this class from MainWindow class. But, for every box, and for every turn, I have to create a new Double animation, assign the offset values, the start time, the duration etc. like this -
//Code to move Boxes 1-4 to first grid point in their path
TranslateTransform moveTransform = new TranslateTransform();
moveTransform.X = 0;
moveTransform.Y = 0;
x.RenderTransform = moveTransform;
Storyboard s = new Storyboard();
DoubleAnimation Move1= new DoubleAnimation();
Move1.From = 0;
Move1.To = xPosition; // calculate correct offset here
Move1.Duration = new Duration(TimeSpan.FromSeconds(hops));
if (x==Box2)
{
Move1.BeginTime = TimeSpan.FromSeconds(5);//For Box 2, the first move will be across Y-Axis and hence X-Axis move will be delayed by 5 seconds.
}
else
{
Move1.BeginTime = TimeSpan.Zero;
}
Storyboard.SetTarget(Move1, x);
Storyboard.SetTargetProperty(Move1, new PropertyPath("(UIElement.RenderTransform).(X)"));
s.Children.Add(Move1);
I know there is a way to define the path to reach the destination from source, but I am not sure how to do it? Also, I am not sure if what I am doing here is the optimal way.
So, my question is -
What is the better way to do this? How can we define paths for animation?
I am a newbie to C# so please do not mind if this sounds silly.
Thank you!
I was able to do it without using path.
For every move, I created a new double animation.
So for Left - Down - Right movement, I created 3 double animations with
X-Axis, Y-Axis and X-Axis again.

WPF c# Drawing Thick curve with Lines or Alternative

I'm currently plotting XY data on a canvas and drawing a curve with it. So far it is simple and working for a thin line but when I increase the thickness a peculiar effect happens due to how the lines are drawn to form a curve.
I've attached an example image that shows a nice smooth line that works fine when the line is thin. But when the line is thicker you can obviously see the problem.
Is there a way to connect these endpoints to make a nice smooth line?
If not, is there another drawing tool that is useful in creating a nice line?
I'm not happy about the implementation as is because quickly the canvas becomes cluttered by hundreds if not thousands of line objects on the Canvas. This seems like an awful way of doing this but I haven't found a better way as of yet. I'd much rather go with another route that would create a single curve object.
Any help is appreciated as always.
Thanks!
Point previousPoint;
public void DrawLineToBox(DrawLineAction theDrawAction, Point drawPoint)
{
Line myLine = new Line();
myLine.Stroke = new SolidColorBrush(Color.FromArgb(255, 0, 0, 0));
myLine.StrokeThickness = 29;
if(theDrawAction == DrawLineAction.KeepDrawing)
{
myLine.X1 = previousPoint.X; //draw from this point
myLine.Y1 = previousPoint.Y;
}
else if(theDrawAction == DrawLineAction.StartDrawing)
{
myLine.X1 = drawPoint.X; //draw from same point
myLine.Y1 = drawPoint.Y;
}
myLine.X2 = drawPoint.X; //draw to this point
myLine.Y2 = drawPoint.Y;
canvasToDrawOn.Children.Add(myLine); //add to canvas
previousPoint.X = drawPoint.X; //set current point as last point
previousPoint.Y = drawPoint.Y;
}
Try adding the following two lines:
myLine.StrokeStartLineCap = PenLineCap.Round;
myLine.StrokeEndLineCap = PenLineCap.Round;
Also, you really should use the Polylne or Path object to do what you are currently doing. Personally, I always set StrokeStartLineCap and StrokeEndLineCap to PenLineCap.Round and StrokeLineJoin to PenLineJoin.Round for the Polyline objects I used.

WPF TranslateTransform

Im trying to use the TranslateTransform class to move a image on a Grid on Y axis. I need this movment to be smooth so i can not use SetMargin or SetCanvas. I try this in code behind:
public void MoveTo(Image target, double oldY, double newY)
{
var trans = new TranslateTransform();
var anim2 = new DoubleAnimation(0, newY, TimeSpan.FromSeconds(2))
{EasingFunction = new SineEase()};
target.RenderTransform = trans;
trans.BeginAnimation(TranslateTransform.YProperty, anim2);
}
The object i want to use (a Image control) is placed on a Grid.
For the first time everything works fine.
The problems comes when i try to move the object again using the same function.
The object (a Image control) first move to the start position (initial Y coordinate) then the animation begins.
Is it not suposed for the TranslateTransform to change the coordinates (in my case the Margin property) too?
Thank you.
The transform does not change the original values.they are your point of origin. If you want a new point of origin each time you move you can handle the animation completed event. Or from your transform you can get your current offset and make that your new start point for the animation.
In other words your start values would always be your last move to values
The TranslateTransform is a specific kind of render transformation. Rather that changing properties of the control (such as the Margin property), it simply affects how the control is displayed on the screen.
You have to use the By property of DoubleAnimation.
Try that:
//everytime you execute this anmation your object will be moved 2.0 further
double offset = 2.0
var anim2 = new DoubleAnimation(newY, TimeSpan.FromSeconds(2));
anim2.To = null;
anim2.By = offset;
You've explicitly told the animation to start from 0. It's doing what you've told it.
Just remove the explicit zero fromvalue and everything will work.
var anim2 = new DoubleAnimation(newY, TimeSpan.FromSeconds(2))
{ EasingFunction = new SineEase() };

Apply easing function to animation behind code

I managed to build my storyboard behind code. I don't know how to add easing functions though. I am looking for something like:
DoubleAnimation FadelnTBAnimation = new DoubleAnimation();
FadelnTBAnimation.To = 0;
FadelnTBAnimation.BeginTime = TimeSpan.FromSeconds(0);
FadelnTBAnimation.Duration = new Duration(TimeSpan.FromSeconds(1));
FadelnTBAnimation.EasingFunction = EasingMode.EaseInOut; // this line gives an error
How could I apply easing functions with c#?
The reason why I find useful to build the storyboard with code Is because I am applying the same animation to several objects and sometimes it does not work when I bind the target property in XAML.
You need to create an instance of IEasingFunction (http://msdn.microsoft.com/en-us/library/system.windows.media.animation.ieasingfunction.aspx). There is a list of implementation classes at the bottom of that documentation entry, the most common of which is probably CubicEase or QuadraticEase.
There is a difference between the easing-function and the easing-mode.
Here is a short example for Win-8 (not WPF):
SineEase easingFunction = new SineEase();
easingFunction.EasingMode = EasingMode.EaseIn;
animation.EasingFunction = easingFunction;
A simple way to add the easing function in your case would be to just add it to the double animation.
FadelnTBAnimation.EasingFunction = new QuarticEase(); // for example

How can I simulate a hanging cable in WPF?

I have an application that is very "connection-based", i.e. multiple inputs/outputs.
The UI concept of a "cable" is exactly what I'm looking for to make the concept clear to the user. Propellerhead took a similar approach in their Reason software for audio components, illustrated in this YouTube video (fast forward to 2m:50s).
I can make this concept work in GDI by painting a spline from point A to point B, there's got to be a more elegant way to use Paths or something in WPF for this, but where do you start? Is there a good way to simulate the animation of the cable swing when you grab it and shake it?
I'm also open to control libraries (commercial or open source) if this wheel has already been invented for WPF.
Update: Thanks to the links in the answers so far, I'm almost there.
I've created a BezierCurve programmatically, with Point 1 being (0, 0), Point 2 being the bottom "hang" point, and Point 3 being wherever the mouse cursor is. I've created a PointAnimation for Point 2 with an ElasticEase easing function applied to it to give the "Swinging" effect (i.e., bouncing the middle point around a bit).
Only problem is, the animation seems to run a little late. I'm starting the Storyboard each time the mouse moves, is there a better way to do this animation? My solution so far is located here:
Bezier Curve Playground
Code:
private Path _path = null;
private BezierSegment _bs = null;
private PathFigure _pFigure = null;
private Storyboard _sb = null;
private PointAnimation _paPoint2 = null;
ElasticEase _eEase = null;
private void cvCanvas_MouseMove(object sender, MouseEventArgs e)
{
var position = e.GetPosition(cvCanvas);
AdjustPath(position.X, position.Y);
}
// basic idea: when mouse moves, call AdjustPath and draw line from (0,0) to mouse position with a "hang" in the middle
private void AdjustPath(double x, double y)
{
if (_path == null)
{
_path = new Path();
_path.Stroke = new SolidColorBrush(Colors.Blue);
_path.StrokeThickness = 2;
cvCanvas.Children.Add(_path);
_bs = new BezierSegment(new Point(0, 0), new Point(0, 0), new Point(0, 0), true);
PathSegmentCollection psCollection = new PathSegmentCollection();
psCollection.Add(_bs);
_pFigure = new PathFigure();
_pFigure.Segments = psCollection;
_pFigure.StartPoint = new Point(0, 0);
PathFigureCollection pfCollection = new PathFigureCollection();
pfCollection.Add(_pFigure);
PathGeometry pathGeometry = new PathGeometry();
pathGeometry.Figures = pfCollection;
_path.Data = pathGeometry;
}
double bottomOfCurveX = ((x / 2));
double bottomOfCurveY = (y + (x * 1.25));
_bs.Point3 = new Point(x, y);
if (_sb == null)
{
_paPoint2 = new PointAnimation();
_paPoint2.From = _bs.Point2;
_paPoint2.To = new Point(bottomOfCurveX, bottomOfCurveY);
_paPoint2.Duration = new Duration(TimeSpan.FromMilliseconds(1000));
_eEase = new ElasticEase();
_paPoint2.EasingFunction = _eEase;
_sb = new Storyboard();
Storyboard.SetTarget(_paPoint2, _path);
Storyboard.SetTargetProperty(_paPoint2, new PropertyPath("Data.Figures[0].Segments[0].Point2"));
_sb.Children.Add(_paPoint2);
_sb.Begin(this);
}
_paPoint2.From = _bs.Point2;
_paPoint2.To = new Point(bottomOfCurveX, bottomOfCurveY);
_sb.Begin(this);
}
If you want true dynamic motion (ie, when you "shake" the mouse pointer you can create waves that travel along the cord), you will need to use finite element techniques. However if you are ok with static behavior you can simply use Bezier curves.
First I'll briefly describe the finite element approach, then go into more detail on the static approach.
Dynamic approach
Divide your "cord" into a large number (1000 or so) "elements", each with a position and velocity Vector. Use the CompositionTarget.Rendering event to compute each element position as follows:
Compute the pull on each element along the "cord" from adjacent elements, which is proportional to the distance between elements. Assume the cord itself is massless.
Compute the net force vector on each "element" which consists of the pull from each adjacent element along the cord, plus the constant force of gravity.
Use a mass constant to convert the force vector to accelaration, and update the position and velocity using the equations of motion.
Draw the line using a StreamGeometry build with a BeginFigure followed by a PolyLineTo. With so many points there is little reason to do the extra computations to create a cubic bezier approximation.
Static approach
Divide your cord into perhaps 30 segments, each of which is a cubic bezier approximation to the catenary y = a cosh(x/a). Your end control points should be on the catenary curve, the parallels should tangent to the catenaries, and the control line lengths set based on the second derivative of the catenary.
In this case you will probably also want to render a StreamGeometry, using BeginFigure and PolyBezierTo to build it.
I would implement this as a custom Shape subclass "Catenary" similar to Rectangle and Ellipse. In that case, all you have to override the DefiningGeometry property. For efficiency I would also override CacheDefiningGeometry, GetDefiningGeometryBounds, and GetNaturalSize.
You would first decide how to parameterize your catenary, then add DependencyProperties for all your parameters. Make sure you set the AffectsMeasure and AffectsRender flags in your FrameworkPropertyMetadata.
One possible parameterization would be XOffset, YOffset, Length. Another might be XOffset, YOffset, SagRelativeToWidth. It would depend on what would be easiest to bind to.
Once your DependencyProperties are defined, implement your DefiningGeometry property to compute the cubic bezier control points, construct the StreamGeometry, and return it.
If you do this, you can drop a Catenary control anywhere and get a catenary curve.
User bezier curve segments in a path.
http://www.c-sharpcorner.com/UploadFile/dbeniwal321/WPFBezier01302009015211AM/WPFBezier.aspx
IMHO 'hanging' (physically simulated) cables are a case of over-doing it - favouring looks over usability.
Are you sure you're not just cluttering the user-experience ?
In a node/connection-based UI I find clear connections (like in Quartz Composer : http://ellington.tvu.ac.uk/ma/wp-content/uploads/2006/05/images/Quartz%20Composer_screenshot_011.png ) way more important than eye-candy like swinging cables that head in a different direction (down due to gravity) than where the actually connection-point is. (And in the mean time eat up CPU-cycles for the simulation that could be more useful elsewhere)
Just my $0.02

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